Chain Lightning
A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level (up to 20d6) + 1d6 per each caster level after caster level 20, to a maximum of 30d6 to the initial target and half that amount to all other targets.
| School | Evocation (opposed by Conjuration) |
| Spell level | Wizard and Sorcerer 6 |
| Range | Long - 40 metres |
| Components | Verbal and somatic |
| Can be aimed at | a creature, an item, a door or a placeable |
| Area of effect | 10 metre radius |
| Counts as an attack | Yes - casting it on someone is a hostile act |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Electricity |
| Duration | Instant |
| Save | Reflex 1/2 |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Maximize, Quicken, Silent, Still |
How it works
- A bolt of electricity leaps from the caster to the target and then on to everyone else within 10 metres of it, except the caster's own side.
- Damage is 1d6 per caster level up to 20d6, then one more die per two levels: 30d6 at level 40.
- Every target is rolled separately and gets its own Reflex save for half and its own chance to resist the spell. Everyone past the first takes half of what is rolled.
- Doors and placeables in the way take the damage too.
Where it comes from
Cleric domain: Air (level 6).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes